


Goo's Combat Overhaul is a configurable Valheim combat-feel overhaul focused on making weapon classes more distinct, responsive, and satisfying while preserving the structure of vanilla combat.
The mod adjusts combat behavior by weapon category and attack type. It can tune hyperarmor, counter damage, stagger power, hit-stop, animation speed, attack movement, lunge/root-motion scaling, attack rotation, base damage, backstab damage, PvP behavior, stamina behavior, movement behavior, blocking, and equipment values.
Fresh installs use Goo's curated preset by default. Players can reapply Goo's preset, reset the mod back to vanilla/no-op behavior, or manually tune each weapon category.
A configuration manager is strongly recommended because most of the mod's balance values are intended to be adjusted and tested in game.
Supported weapon categories include:
Version 1.0.3 expands weapon identity, tooltip accuracy, airborne attacks, blocking, armor tuning, and PvP control.
Highlights:
BaseDamageMultiplier, which scales the weapon's damage package and updates displayed tooltip damage.BackstabDamageRate, which updates the displayed backstab value.1.0.3 are refreshed to Goo's current preset once, and stale entries are cleared.Goo's 1.0.3 preset includes these notable balance values:
1.25x base damage.2x attack damage.0.7x running-attack damage.0.8x damage, 0x lunge, and 0.6x PvP damage.1.12x airborne damage.2x animation speed.8m.Most melee weapon settings are split into:
Running attacks and special attacks are configured inside their corresponding weapon-category sections.
Weapon categories can tune:
The goal is not to make every weapon stronger in the same way. The goal is to give different weapon classes stronger identities.
Goo's preset is the default combat-overhaul setup. It applies the intended balance values automatically on a fresh install.
In general:
Preset system defaults include:
-50 stamina floor.1.2x.Vanilla.450.0.5x.0x.8m.You can reapply Goo's preset at any time with:
ApplyGoosSettings = true
This rewrites combat/balance config values back to Goo's preset, saves the config, and then turns itself back off.
The mod includes a vanilla reset option:
ResetToVanilla = true
This resets combat and balance values to vanilla/no-op behavior while keeping the mod installed.
Use this if you want to start over, compare vanilla behavior, or manually rebuild your own preset.
This reset affects combat/balance settings. It does not wipe every general/debug option.
ApplyModOptions = true
This is the master runtime switch.
When enabled, the mod reads and applies the current config.
When disabled, the mod stops applying its combat changes and clears active runtime effects.
This does not rewrite the config. It only turns the mod's functionality on or off.
BaseDamageMultiplier changes the weapon category's displayed and runtime damage baseline. It scales the full damage package, including elemental damage and utility channels such as chop or pickaxe damage when present.
Attack-slot damage multipliers such as Primary1DamageRateMultiplier are runtime attack modifiers. They do not directly rewrite the weapon's tooltip damage.
This separation lets the tooltip represent the weapon's base damage while individual attacks can still have different motion values.
BackstabDamageRate is a final displayed value by weapon category.
For example, knives can keep a 6x backstab value while other melee categories can use lower values. The tooltip backstab line reflects the configured value.
Airborne damage is evaluated from the moment the attack is initiated.
If a player starts a supported melee attack while airborne, that attack can receive its configured airborne damage multiplier even if the player lands before the hitbox connects.
Swimming does not count as airborne for this mechanic. Tools and the Other category do not receive the airborne damage bonus by default.
Supported melee weapons can have running attacks with their own modifiers.
Two-handed axes also have a configurable jump attack. When enabled, initiating a two-handed axe primary attack while airborne can use the finisher-blow chain animation with its own damage, stagger, stamina, animation, rotation, PvP, knockback, adrenaline, and lunge settings.
If both running attack and jump attack conditions would apply, the jump attack takes priority.
Balanced is the main hyperarmor mode used by Goo's preset.
Hyperarmor means an attack can resist interruption while it is being performed. Depending on the weapon settings, hyperarmor can affect:
Balanced hyperarmor is designed to protect the committed part of an attack without protecting the full recovery.
Attack begins
-> Balanced hyperarmor starts
Swing / hit event happens
-> Balanced hyperarmor ends
Recovery frames
-> no hyperarmor
This makes heavy attacks more reliable, but still punishable if they miss.
Counter damage rewards hitting an enemy during its attack animation.
If counter damage is enabled for your weapon attack, the mod checks whether the target is currently in a real attack state. If so, your hit receives a counter-damage multiplier.
This is meant to reward timing and spacing, not random damage spam.
Valheim briefly freezes the attacker's animation when a melee hit connects. This gives attacks impact, but it can also make some weapons feel sticky or sluggish.
This mod can preserve, reduce, or remove hit freeze depending on the weapon category.
Attack rotation controls how much the character can turn during an attack.
Attack movement controls how much normal movement is retained during attack animations.
Lunge/root-motion settings control attack-driven movement separately from normal input movement. In Goo's preset, these tools are used to make attacks feel committed without making them unresponsive.
The mod includes configurable player-system options:
Negative stamina lets stamina-consuming actions overdraw stamina down to a configured floor. Actions are only allowed when current stamina is strictly above 0, so you can commit to an action while barely positive, but you must regenerate back above 0 before acting again.
The stamina bar displays 0 while internal stamina is negative.
The stamina regen curve can be:
Vanilla = Valheim's normal curve.Constant = constant 9 stamina per second before the recovery-rate multiplier.Reverted = vanilla-style curve with high/low stamina behavior reversed.Armor can be tuned by base-armor multipliers for light, medium, and heavy armor. The armor tooltip reflects the configured value.
Shields can tune:
Weapons can also tune block power, deflection force, block stamina consumption, and block-break threshold by weapon category.
Bows can tune:
Crossbows can tune:
Almost every feature is configurable.
You can:
Main controls:
ApplyModOptions = true
ApplyGoosSettings = false
ResetToVanilla = false
For consistent behavior, all players in a multiplayer session should use the same mod version and preferably the same config.
This is especially important for:
Recommended multiplayer setup:
All clients install the same version.
Host/server and players use the same config.
Install with a mod manager such as r2modman or Thunderstore Mod Manager.
Manual install:
Install BepInExPack Valheim.
Place GooCombatOverhaul.dll into:
BepInEx/plugins/GooCombatOverhaul/
Launch the game once to generate the config.
Edit the config if desired.
A configuration manager is strongly recommended because this mod has many balance options and one-shot preset/reset buttons.
This mod is highly configurable. If you dislike a specific balance choice, you can usually change it directly in the config.
Fresh installs use Goo's combat-overhaul preset by default. If you want vanilla behavior while keeping the mod installed, use:
ResetToVanilla = true
If you later want to return to the intended preset, use:
ApplyGoosSettings = true
Bugs can still exist. Feedback and testing notes are welcome.